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- /*************************************************************************/
- /* test_physics.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "test_physics.h"
- #include "core/map.h"
- #include "core/math/convex_hull.h"
- #include "core/math/math_funcs.h"
- #include "core/os/main_loop.h"
- #include "core/os/os.h"
- #include "core/print_string.h"
- #include "servers/physics_server.h"
- #include "servers/visual_server.h"
- class TestPhysicsMainLoop : public MainLoop {
- GDCLASS(TestPhysicsMainLoop, MainLoop);
- enum {
- LINK_COUNT = 20,
- };
- RID test_cube;
- RID plane;
- RID sphere;
- RID light;
- RID camera;
- RID mover;
- RID scenario;
- RID space;
- RID character;
- float ofs_x, ofs_y;
- Point2 joy_direction;
- List<RID> bodies;
- Map<PhysicsServer::ShapeType, RID> type_shape_map;
- Map<PhysicsServer::ShapeType, RID> type_mesh_map;
- void body_changed_transform(Object *p_state, RID p_visual_instance) {
- PhysicsDirectBodyState *state = (PhysicsDirectBodyState *)p_state;
- VisualServer *vs = VisualServer::get_singleton();
- Transform t = state->get_transform();
- vs->instance_set_transform(p_visual_instance, t);
- }
- bool quit;
- protected:
- static void _bind_methods() {
- ClassDB::bind_method("body_changed_transform", &TestPhysicsMainLoop::body_changed_transform);
- }
- RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
- VisualServer *vs = VisualServer::get_singleton();
- PhysicsServer *ps = PhysicsServer::get_singleton();
- RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
- RID body = ps->body_create(p_body, !p_active_default);
- ps->body_set_space(body, space);
- ps->body_set_param(body, PhysicsServer::BODY_PARAM_BOUNCE, 0.0);
- //todo set space
- ps->body_add_shape(body, type_shape_map[p_shape]);
- ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
- ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location);
- bodies.push_back(body);
- if (p_body == PhysicsServer::BODY_MODE_STATIC) {
- vs->instance_set_transform(mesh_instance, p_location);
- }
- return body;
- }
- RID create_static_plane(const Plane &p_plane) {
- PhysicsServer *ps = PhysicsServer::get_singleton();
- RID plane_shape = ps->shape_create(PhysicsServer::SHAPE_PLANE);
- ps->shape_set_data(plane_shape, p_plane);
- RID b = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
- ps->body_set_space(b, space);
- //todo set space
- ps->body_add_shape(b, plane_shape);
- return b;
- }
- void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
- PhysicsServer *ps = PhysicsServer::get_singleton();
- ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_MASS, p_mass);
- ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction);
- ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce);
- }
- void init_shapes() {
- VisualServer *vs = VisualServer::get_singleton();
- PhysicsServer *ps = PhysicsServer::get_singleton();
- /* SPHERE SHAPE */
- RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
- type_mesh_map[PhysicsServer::SHAPE_SPHERE] = sphere_mesh;
- RID sphere_shape = ps->shape_create(PhysicsServer::SHAPE_SPHERE);
- ps->shape_set_data(sphere_shape, 0.5);
- type_shape_map[PhysicsServer::SHAPE_SPHERE] = sphere_shape;
- /* BOX SHAPE */
- PoolVector<Plane> box_planes = Geometry::build_box_planes(Vector3(0.5, 0.5, 0.5));
- RID box_mesh = vs->mesh_create();
- Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes);
- vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
- type_mesh_map[PhysicsServer::SHAPE_BOX] = box_mesh;
- RID box_shape = ps->shape_create(PhysicsServer::SHAPE_BOX);
- ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
- type_shape_map[PhysicsServer::SHAPE_BOX] = box_shape;
- /* CAPSULE SHAPE */
- PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
- RID capsule_mesh = vs->mesh_create();
- Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
- vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
- type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
- RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
- Dictionary capsule_params;
- capsule_params["radius"] = 0.5;
- capsule_params["height"] = 1.4;
- ps->shape_set_data(capsule_shape, capsule_params);
- type_shape_map[PhysicsServer::SHAPE_CAPSULE] = capsule_shape;
- /* CONVEX SHAPE */
- PoolVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
- RID convex_mesh = vs->mesh_create();
- Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
- ConvexHullComputer::convex_hull(convex_data.vertices, convex_data);
- vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
- type_mesh_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_mesh;
- RID convex_shape = ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON);
- ps->shape_set_data(convex_shape, convex_data.vertices);
- type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_shape;
- }
- void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
- VisualServer *vs = VisualServer::get_singleton();
- PhysicsServer *ps = PhysicsServer::get_singleton();
- RID trimesh_shape = ps->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
- ps->shape_set_data(trimesh_shape, p_faces);
- p_faces = ps->shape_get_data(trimesh_shape); // optimized one
- Vector<Vector3> normals; // for drawing
- for (int i = 0; i < p_faces.size() / 3; i++) {
- Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
- normals.push_back(p.normal);
- normals.push_back(p.normal);
- normals.push_back(p.normal);
- }
- RID trimesh_mesh = vs->mesh_create();
- Array d;
- d.resize(VS::ARRAY_MAX);
- d[VS::ARRAY_VERTEX] = p_faces;
- d[VS::ARRAY_NORMAL] = normals;
- vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d);
- RID triins = vs->instance_create2(trimesh_mesh, scenario);
- RID tribody = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
- ps->body_set_space(tribody, space);
- //todo set space
- ps->body_add_shape(tribody, trimesh_shape);
- Transform tritrans = p_xform;
- ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans);
- vs->instance_set_transform(triins, tritrans);
- }
- void make_grid(int p_width, int p_height, float p_cellsize, float p_cellheight, const Transform &p_xform = Transform()) {
- Vector<Vector<float>> grid;
- grid.resize(p_width);
- for (int i = 0; i < p_width; i++) {
- grid.write[i].resize(p_height);
- for (int j = 0; j < p_height; j++) {
- grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
- }
- }
- Vector<Vector3> faces;
- for (int i = 1; i < p_width; i++) {
- for (int j = 1; j < p_height; j++) {
- #define MAKE_VERTEX(m_x, m_z) \
- faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
- MAKE_VERTEX(i, j - 1);
- MAKE_VERTEX(i, j);
- MAKE_VERTEX(i - 1, j);
- MAKE_VERTEX(i - 1, j - 1);
- MAKE_VERTEX(i, j - 1);
- MAKE_VERTEX(i - 1, j);
- }
- }
- make_trimesh(faces, p_xform);
- }
- public:
- virtual void input_event(const Ref<InputEvent> &p_event) {
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid() && mm->get_button_mask() & 4) {
- ofs_y -= mm->get_relative().y / 200.0;
- ofs_x += mm->get_relative().x / 200.0;
- }
- if (mm.is_valid() && mm->get_button_mask() & 1) {
- float y = -mm->get_relative().y / 20.0;
- float x = mm->get_relative().x / 20.0;
- if (mover.is_valid()) {
- PhysicsServer *ps = PhysicsServer::get_singleton();
- Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
- t.origin += Vector3(x, y, 0);
- ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
- }
- }
- }
- virtual void request_quit() {
- quit = true;
- }
- virtual void init() {
- ofs_x = ofs_y = 0;
- init_shapes();
- PhysicsServer *ps = PhysicsServer::get_singleton();
- space = ps->space_create();
- ps->space_set_active(space, true);
- VisualServer *vs = VisualServer::get_singleton();
- /* LIGHT */
- RID lightaux = vs->directional_light_create();
- scenario = vs->scenario_create();
- vs->light_set_shadow(lightaux, true);
- light = vs->instance_create2(lightaux, scenario);
- Transform t;
- t.rotate(Vector3(1.0, 0, 0), 0.6);
- vs->instance_set_transform(light, t);
- /* CAMERA */
- camera = vs->camera_create();
- RID viewport = vs->viewport_create();
- Size2i screen_size = OS::get_singleton()->get_window_size();
- vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
- vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
- vs->viewport_set_active(viewport, true);
- vs->viewport_attach_camera(viewport, camera);
- vs->viewport_set_scenario(viewport, scenario);
- vs->camera_set_perspective(camera, 60, 0.1, 40.0);
- vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
- Transform gxf;
- gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
- gxf.origin = Vector3(-2, 1, -2);
- make_grid(5, 5, 2.5, 1, gxf);
- test_fall();
- quit = false;
- }
- virtual bool iteration(float p_time) {
- if (mover.is_valid()) {
- static float joy_speed = 10;
- PhysicsServer *ps = PhysicsServer::get_singleton();
- Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
- t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
- ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
- };
- Transform cameratr;
- cameratr.rotate(Vector3(0, 1, 0), ofs_x);
- cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
- cameratr.translate(Vector3(0, 2, 8));
- VisualServer *vs = VisualServer::get_singleton();
- vs->camera_set_transform(camera, cameratr);
- return quit;
- }
- virtual void finish() {
- }
- void test_joint() {
- }
- void test_hinge() {
- }
- void test_character() {
- VisualServer *vs = VisualServer::get_singleton();
- PhysicsServer *ps = PhysicsServer::get_singleton();
- PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
- RID capsule_mesh = vs->mesh_create();
- Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
- vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
- type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
- RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
- Dictionary capsule_params;
- capsule_params["radius"] = 0.5;
- capsule_params["height"] = 1;
- Transform shape_xform;
- shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
- //shape_xform.origin=Vector3(1,1,1);
- ps->shape_set_data(capsule_shape, capsule_params);
- RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
- character = ps->body_create(PhysicsServer::BODY_MODE_CHARACTER);
- ps->body_set_space(character, space);
- //todo add space
- ps->body_add_shape(character, capsule_shape);
- ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
- ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
- bodies.push_back(character);
- }
- void test_fall() {
- for (int i = 0; i < 35; i++) {
- static const PhysicsServer::ShapeType shape_idx[] = {
- PhysicsServer::SHAPE_CAPSULE,
- PhysicsServer::SHAPE_BOX,
- PhysicsServer::SHAPE_SPHERE,
- PhysicsServer::SHAPE_CONVEX_POLYGON
- };
- PhysicsServer::ShapeType type = shape_idx[i % 4];
- Transform t;
- t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
- t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
- create_body(type, PhysicsServer::BODY_MODE_RIGID, t);
- }
- create_static_plane(Plane(Vector3(0, 1, 0), -1));
- }
- void test_activate() {
- create_body(PhysicsServer::SHAPE_BOX, PhysicsServer::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
- create_static_plane(Plane(Vector3(0, 1, 0), -1));
- }
- virtual bool idle(float p_time) {
- return false;
- }
- TestPhysicsMainLoop() {
- }
- };
- namespace TestPhysics {
- MainLoop *test() {
- return memnew(TestPhysicsMainLoop);
- }
- } // namespace TestPhysics
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